Disclaimer:
This is not the optimal way of doing things for everyone, but I do believe that it could be a beneficial approach to some where it applies.
An Alternative Approach to Game Making & Planning.
Lately, I've been hearing a lot of the advice "prepare and plan everything before going into it, so you know where you're going" to new game makers, mostly directed at the story aspect of their projects.
I think while that is a standard and well accepted approach, it actually may not be the best fit for many of us casual/amateur game makers.
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Let's face it, the percentage of games never reaching the completed stage in amateur game making communities is frighteningly high. Part of this is that these people (we) make games for fun, without corporate objectives or monetary incentives attached.
I think most would agree that this "fun" is most evident in the rush you feel when you've just started out on a project. You are excited over all the things you can do, and the innovations that come with it. It's a new world, and the possibilities are endless - characters, stories,
you are the mastermind and
you are in control of it all. You spend days working out the delicate story and dramatic scenes down to every detail, then proceed to make it come to life.
And so you make it, day after day, following the pre-established script that you've set for yourself. And as with all things, the excitement from the initial stimulation gradually fades away, and you realize that you're mindlessly working on something that is old as you can remember, while tempting new and "better" ideas pop up left and right while you're singing in the shower.
At this stage, some may be a trooper and endure through it with a rare discipline while acknowledging it as labour, and others may desert it for the new and "better" ideas.
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When you take the detailed pre-scripted approach, you become two entities: the mastermind and the peon. However, these two entities are not working along side of each other. The mastermind comes in at the start of the project and lays down the rules, then you're stuck with being the peon following it for the rest of the trip. You are now no longer in control; the you in the past is. Like a worker under the eyes of an eventually annoying supervisor, you follow the script, having less and less room for the joy of innovation, and dream of that one day,
you could be that mastermind.
But wait, you can! A voice says.
Just start with one of those new nifty ideas you've been cooking up before going to bed, and you can get all the juicy innovative action again! Very tempting indeed.
Large scaled, formal work teams often, if not always, successfully follow this detailed-prescripted approach with great results. But these firms are under an entirely different model from us casual makers of one or a handful of people. They have incentives, e.g. monetary, that makes them fine with treating things as just labour, and hence do not run into the problem of "losing inspiration" since it was not a primary dependency to begin with.
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So as should be obvious by now, the approach I am suggesting for some is to
not plan things out in detail, and especially not writing out a script. That doesn't mean that you can't have a skeleton of the main turning points and twists so you can set it up early on (which is still mandatory), but do not do devoted planning for anything beyond that.
This way, as you go, you will be constantly making innovations and satisfying the creative desires, while comfortably committed to the same project. The mastermind and the peon works alongside of each other. The spark is constantly kept alive, as you're never just typing a script into another platform.
Got an awesome new idea while you're in the middle of the project? Try to incorporate it into the current project (provided that it's not far-fetched in the context)! Perhaps as a side story in one of the towns, or perhaps even a town itself that the main plot needs to pass through anyway. And if an entirely new and better direction of the story suddenly comes to mind, there is not much lost and a lot to gain (a brand new drive all over again) when you change path from the current progressive position, if that were to happen.
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Now, of course, this isn't for everyone. If you can reach the end of a project through solid grinding, then a detailed pre-planning has many obvious benefits. But for those who have tried and not worked out, and those who are fueled primarily by creative innovation, this method may be worth a try. Or even better, find a comfortable mix of the two that's most suitable for you! The main objective is to view yourself from a third person perspective, do not be fooled by the "I can DEFINITELY do this this time!" rush you'd certainly get at the start of a project, and act to actively increase the incentives for continuing in the future when that initial drive is over.
Quintessence was more or less made with the "one vague main plot, make as you go" approach, and I certainly felt it helped a lot at the darkest times.
Again, this is just a suggestion that may or may not work for some. Feel free to disagree.

Cheers, and thanks for reading!